Wraith

Wraith
Level 7 (+4)
"Don’t go into the basement. My boy went down there once...that was 5 years ago, and now there are two voices that echo up to us in the middle of the night."
——Taslemar, retired Half-Elf Cleric
Unlike most undead, the Wraith was not created from the twisted soul of a mortal, but rather are the creation of the persistent hatred for life that all undead are infested with. They resemble vaguely humanoid shrouds of ephemeral darkness, with featureless faces and ghostly appendages. Their touch tears at the minds and bodies of living creatures, and even their presence causes fear in mortals. This is perhaps because the Wraith is made up of the pure energies of necromancy and given form and purpose, an unnatural gift that permeates every area it inhabits. Should a creature die at the hands of such a manifestation, it will rise as a spawn under the control of the Wraith who killed it, and only if the original monstrosity is destroyed will it eventually be free to inflict its curse upon others as it sees fit.
Awareness
24
Senses
Lifesense
Initiative
21/1d8
Hitpoints: 43
Healing Value: 8
Resilience: +2
Morale
3
AC
17/17
Touch
17
Fort
15
Reflex
18
Will
17
Defenses
Resistances: Non-Magic Attacks (Imm), Psychic (Imm), Mind-Affecting (Imm), Cannot be physically Grabbed, Pinned, or Restrained. Turn Resistance(1d6+4).
Vulnerabilities: Radiant (1.5x)
Attributes / Saving Throws (1 AP)
STR
11 / 11
DEX
16 / 16
CON
11 / 11
INT
14 / 17
WIS
14 / 17
CHA
15 / 18
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+8 vs Touch
Wraith Touch
1d6+3 Necrotic damage
Melee Reach 5ft
Special: On a hit, make a secondary attack, +8 vs Fortitude. On a hit, the target suffers 1d4 Stamina Drain.
See Wraith Touch damage
Grapple +8
Special Attacks (3 AP)
Consuming Touch
Make a Wraith Touch attack. On a hit, the target suffers +2d6 Necrotic damage. (Advanced)
+7 vs Will
Touched by Shadows [Mind-Affecting]
Target one creature within 50ft. On a hit, the target suffers 4d6+2 Psychic damage and the target is subject to Terror [SE, ST 4d10 vs CHA]. (Advanced)
Immediate Actions
Create Spawn
Any humanoid creature of small, medium, or large size slain by a wraith rises as a Wraith Spawn in [1d20 + 10] segments, the creature's body left behind as its soul is ripped from its body by dark forces. The Wraith Spawn is under the complete control of the Wraith that created them. If the Wraith is killed, the spawn become free-willed and try to flee to a dark corner of the world. In 1d10 days they will emerge as a full Wraith. (Advanced)
Move (1 AP), Double Move (3 AP)
Flying Shift
5 ft
Fly (Hover)
60 ft
Overland Movement
60 mi/day
Qualities
  • Sunlight Vulnerability: The Wraith is immediately discorporated when it comes in contact with direct sunlight and cannot reform until it moves out of the area or the sunlight has been extinguished. While discorporated, the Wraith may only be affected by abilities that can target creatures in the Ethereal plane.
  • Unnatural Aura: The Wraith exudes an aura of unnatural energy, even while not projecting to the material plane (i.e. while solely in the Ethereal). Natural Animals will refuse to enter any area within 30ft of a Wraith, and if forced to do so will become Panicked.
  • Incorporeal: Immune to Non-Magical Attacks. Can move through solid objects without hindrance, cannot be Grabbed, Restrained, or similarly bodily affected (inc).
  • Undead Immunities: Immune to Bleed and Necrotic damage. Immune to Blood Loss, Death, Disease, Energy Damage, Fatigue, Poisons & Toxins, and the following conditions: Exhausted, Nauseated, Pain, Sickened, Sleep, and Tired.
Skills: Rank 5 Stealth [+12], Rank 3 Listen [+8], Rank 4 Spot [+15], Rank 4 Coercion [+8], Rank 3 Deception [+8], Rank 2 Manipulation [+6], Rank 3 Persuasion [+8], Rank 1 Aloofness [+4], Rank 1 Bravery [+3], Rank 4 Intuition [+10], Rank 2 Suspicion [+6]
Feats: Fast Initiative, Great Morale
Philosophies: Rank 3 Mental, Rank 0 Physical, Rank 4 Undeath
Combat Training: Melee 3, Parry 2, Fort 1, Reflex 3, Will 2
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Charm
+2
Coercion
+8
Deception
+8
Manipulation
+6
Persuasion
+8
Aloofness
+4
Bravery
+3
Intuition
+10
Tolerance
+2
Suspicion
+6
Social
Composure: 19
Languages: Common, Hellspeech
Motives:
Prejudices: